just make everyones links as easy as ryu’s. any easier and it’s too easy.
This is one of the things that really gets me about links: not once have i ever felt like i got out of it what i put into it. With a combo or a mixup, i can practice for hours and feel like i’ve come away better. With combos and mixups, or really even move-specific responses, getting them down solid makes me want to try them out in a real match.
Links are something you have to practice before you can even practice the combos and setups they’re a part of. Getting one down, I feel like “Hey great, now i can get on with the rest of the fucking game”, which doesn’t mean much since after practicing a link i just want to turn off the game.
which isn’t even possible on a crouching opponent so…
I wonder how many good pro-ams play some form of musical instrument. I’ve been messing around with Bison (my main) on training mode with auto-block to try to get my CLK x 3, SK timing down, and I can get CLK 1 to SK about 80% of the time, CLK 2 to SK probably less than 10% of the time, even if I get the two CLKs linked.
Also I don’t fully understand how the whole “fast inputs for LP not able to be canceled” or whatever it is together.
I figure that at my shitty g3 level, leaving a frame or two open while I learn won’t really affect my overall level of success all that terribly much, but I’d still prefer to figure it out.
Anyway, back to the main point- in music you deal with tempos up to 180BpM pretty often (3 beats a second) and 8th or 16th notes (4 notes per beat) pretty frequently, giving you reaction times of 1/12 of a second, or about 87ms (5 frames).
Given that music for whatever reason has been shown to activate different parts of the brain and 5 frames is a fairly small period of time to think about, thinking about it in terms of music could help (as we see with the much greater degrees of success at fine precision we see in the music game series).
Do many of the people here that consider themselves to be “top-tier amateurs” also play musical instruments in various ensembles or something like that?
There are alot of people on here flat out lying. I am seeing the very best players drop links all the time, not online, but on arcade machines. Just watch any top player on youtube and they are fucking up links a great deal.
If top players who have been playing fighting games for 20 years are dropping links, what the hell am I going to do?
2 frame links aren’t hard, i hit them all the time as part of gen’s mp>bnb. I don’t even consider myself that great a player or too good at execution. Also remember with plinking 1 frame links basically become 2 frame links so there should be no argument here at all imo.
if you’re bad at links practice more post less
So why are the very best players missing links, then? This isn’t to mention that online play will never be any good in a game of one frame links.
P-linking is cool, i guess, but why did they code that in instead of just having the press repeat the action for 2 or 3 frames? Maybe I just don’t understand video game design.
Because they didn’t realize people would use it in order to do that. Do understand, game developers rarely foresee situations like this occurring. Cancelling was originally a bug, as was Dhalsim’s teleport–they were added in as features later.
Priority linking I’m inclined to believe is an unintended side effect of the way they designed the game.
But ‘IV’ is a piece of dog shit game in its own right. At least we all agree on this indubitable fact. :tup:
Am I the only person who wants MORE of an execution barrier in this game?
No matter how hard combos are, I get better at them over time…
If I was doing the same stuff on day 365 as I was on day 1, that would not be very fun.
Having better execution over time is one of the few solid ways to measure your improvement, no?
GO play CvS2, and then tell me the links in this game are hard.
Because combos aren’t all meant to be easy, its part of the risk of the game and part of what makes it exciting imo.
that is called turbo
p-linking was probably an oversight, more of a glitch in the game engine. Quite sure it wasn’t coded in on purpose
yeah im pretty sure they didn’t purposely want people fucking up 3P because the game gives them 2P first
This discussion has been pretty interesting so far.
I think the TS has a good point, but his argument is somewhat flawed. I don’t think anyone wants street fighter to be execution barrier free. It would cease to be street fighter.
A fighting game that utilized this concept could be interesting, but it would not be street fighter. Even the motion for throwing a fireball or doing a DP presents an execution barrier, and these are one of the things that makes street fighter great.
I think the issue being discussed here is one of balance. The question then becomes “How much of an execution barrier should there be?” And in my opinion a 1 frame link is unreasonable. Not because there is no merit in achieving great technical skill, but because of the effect on the overall flow of the game.
Even Daigo, master technician, who can consistently pull off these 1 frame links has said that SFIV is lacking in offensive options with too much of an emphasis on defense. 1 frame links contribute to this problem by making certain offensive options prohibitively difficult.
no it’s backdash, easy reversal, and easy tech throws.
Muken made some pretty iron clad points.
I think the issue isn’t the 1 Frame links. Players are going to push the game engine to it’s limits regardless of what is done. There is always going to be a guy who can do something that somebody else can’t do and it will always be amazing to experience.
I think the main issue with 1 Frame links is that a couple of characters rely heavily on 1 frame links to be BASICALLY effective. 1 Frame links aren’t being nailed consistently by software. How can they humanly be done consistently? 1 Frame links should be for special people who can do them. Not a requirement to effectively use a character.
On the other end of the spectrum, somebody who is aware of spacing, match ups and pokes and other errata can beat a guy who can consistently hit 1 frame links. It depends on how you chose to approach the game.
I think the work around is allow frame leniency on the characters who need more consistent tools.
Also, just to ignite another debate… Some players actually LIKE using pads to play. I don’t think it’s fair to punish them for not spending 150+ bucks on a “arcade style” joystick. Is that not contradictory considering Super Street Fighter IV is console native? Discuss.
i hear this too much “1 Frame links aren’t being nailed consistently by software.” its absolutely stupid to say in this day and age where computers can run a game consistently at 60fps(mine runs ±.1 frame and it doesn’t even have a great graphics card) but somehow can’t produce precise inputs? Prove this shit to me because i’m not convinced.
Super turbo and third strike were plenty exciting without this retarded shit.
No, it’s called an input buffer, and is in like every game ever for different things.
pressing a button once and repeating the action for 2-3 frames? sounds like a turbo to meeeeeee